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blender-archive/source/blender/depsgraph/intern/depsgraph_intern.h
Brecht Van Lommel cc4dc2dce2 Depsgraph: cache effector relations, for performance and stability.
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.

To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.

Fixes T55156.
2018-06-22 17:57:22 +02:00

149 lines
4.1 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): None Yet
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_intern.h
* \ingroup depsgraph
*
* API's for internal use in the Depsgraph
* - Also, defines for "Node Type Info"
*/
#pragma once
#include <cstdlib>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BKE_global.h"
}
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph.h"
#include "DEG_depsgraph_debug.h"
struct DEGEditorUpdateContext;
struct Collection;
struct ListBase;
struct Main;
struct Scene;
namespace DEG {
/* Node Types Handling ================================================= */
/* "Typeinfo" for Node Types ------------------------------------------- */
/* Typeinfo Struct (nti) */
struct DepsNodeFactory {
virtual eDepsNode_Type type() const = 0;
virtual const char *tname() const = 0;
virtual int id_recalc_tag() const = 0;
virtual DepsNode *create_node(const ID *id,
const char *subdata,
const char *name) const = 0;
};
template <class NodeType>
struct DepsNodeFactoryImpl : public DepsNodeFactory {
eDepsNode_Type type() const { return NodeType::typeinfo.type; }
const char *tname() const { return NodeType::typeinfo.tname; }
int id_recalc_tag() const { return NodeType::typeinfo.id_recalc_tag; }
DepsNode *create_node(const ID *id, const char *subdata, const char *name) const
{
DepsNode *node = OBJECT_GUARDED_NEW(NodeType);
/* populate base node settings */
node->type = type();
if (name[0] != '\0') {
/* set name if provided ... */
node->name = name;
}
else {
/* ... otherwise use default type name */
node->name = tname();
}
node->init(id, subdata);
return node;
}
};
/* Typeinfo Management -------------------------------------------------- */
/* Register typeinfo */
void deg_register_node_typeinfo(DepsNodeFactory *factory);
/* Get typeinfo for specified type */
DepsNodeFactory *deg_type_get_factory(const eDepsNode_Type type);
/* Editors Integration -------------------------------------------------- */
void deg_editors_id_update(const DEGEditorUpdateContext *update_ctx,
struct ID *id);
void deg_editors_scene_update(const DEGEditorUpdateContext *update_ctx,
bool updated);
#define DEG_DEBUG_PRINTF(depsgraph, type, ...) \
do { \
if (DEG_debug_flags_get(depsgraph) & G_DEBUG_DEPSGRAPH_ ## type) { \
DEG_debug_print_begin(depsgraph); \
fprintf(stdout, __VA_ARGS__); \
} \
} while (0)
#define DEG_GLOBAL_DEBUG_PRINTF(type, ...) \
do { \
if (G.debug & G_DEBUG_DEPSGRAPH_ ## type) { \
fprintf(stdout, __VA_ARGS__); \
} \
} while (0)
#define DEG_ERROR_PRINTF(...) \
do { \
fprintf(stderr, __VA_ARGS__); \
fflush(stderr); \
} while (0)
bool deg_terminal_do_color(void);
string deg_color_for_pointer(const void *pointer);
string deg_color_end(void);
/* Physics Utilities -------------------------------------------------- */
struct ListBase *deg_build_effector_relations(Depsgraph *graph, struct Collection *collection);
void deg_clear_physics_relations(Depsgraph *graph);
} // namespace DEG